IGN recently posted a new interview with inXile Entertainment's Kevin Saunders, Adam Heine, and Colin McComb about the upcoming fantasy RPG, Torment: Tides of Numenera. The interview covers a variety of topics related to the Kickstarter funded spiritual successor to the classic Planescape: Torment fantasy RPG including the game's style, specifics about the magic system, and Torment's unique item system.

From “What can change the nature of a man?” to “What does one life matter?”. What kind of adventure is Tides of Numenéra?

Colin McComb, creative lead: It’s a philosophical journey through life, a search to find meaning in a world that is immeasurably ancient, where a human life passes in the blink of an eye. It’s a personal story, and we hope that it’s also one that will make an indelible impression on our players.

That’s the high-level, thematic concept. Beyond all that, we’re putting you in the place of the Last Castoff. You’ll be playing the game as someone who was born inside a body that has already been used. Your sire is the Changing God, a man who has cheated death by growing bodies and transferring his mind into them, casting those bodies aside when he has achieved his goals. You’re the latest – and the last – in the string of bodies he’s created to house himself. Your consciousness born when his fled your body, you awaken in a world that is immeasurably strange, where technology is so advanced that it seems like magic, where you might learn to control some of the fundamental forces of the universe. You might take a sentient, shape-shifting ball of goo as a companion, or a knave who can change her face with the touch of a button, or a warrior whose weapons change form to match his personality. You’ll travel through forests that devour cities, explore inside the guts of vast predators, traverse impossible deserts, and confront enemies inside a caldera once used to refine ores for spacecraft. It’s fantasy crossed with science-fiction crossed with the far reaches of the mind.